Abstract

BackgroundThe Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults.FindingsMetabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2 ± 0.4 METs (Hula dance) to 4.7 ± 1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 – 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men.ConclusionsMore and more moderate-intensity activities are available through video gaming, but the average intensity (3.2 ± 0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals.

Highlights

  • The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA)

  • Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals

  • Seven activities were classified as light-intensity PA (

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Summary

Methods

Sixteen Japanese men (n = 8) and women (n = 8) aged between 30 and 45 years old participated in this study. According to Nintendo commercials and packaging materials, sedentary young and middle age adults have been identified as the main target audience for the Wii Fit series. The subjects did not report any exercise habits (here defined as at least 30 min of structured physical exercise twice per week during the previous year), and are referred as sedentary elsewhere in this manuscript. Subjects had limited experience with Wii Fit (no experience with the tested activities) and were considered as beginners. No training sessions were scheduled before the experimental day. Subjects did not report any chronic diseases

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